==Defense==
AC 19 (+3 armor, +3 Dex, +2 shield, +1 size) 13 touch, 15 flat (+4: giants)
Hp 11 (1d8+3)
Fort- +5 Ref- +5 Will- +2 (+2 disease, +2 fear and despair)
CMD 13
==Offense==
=melee=
dagger +0 (1d4)
scythe +0 (1d4/x4/S)
=ranged=
wood blast +3 (1d6+3/x2/B, P, or S)
BAB- +0
CMB- +0 (+3 with pushing infusion)
==Gear==
studded leather (+3 AC +5 max dex -1 acp)
heavy wooden shield (+2 AC -2 acp)
scythe 1d6/x4/trip
dagger
druid's kit: animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin
5 gold
==Feats==
Point Blank Shot- +1 attack ranged, w/in 30 feet
==Spells==
=Druid=
0- Know Direction, Detect Magic, Create Water
1- Domain- Cause Fear (DC 14), Entangle (DC 14) Cure Light Wounds
=Spell Like Abilities=
1/day- Cause Fear (DC 14), charm person (DC 15), dancing lights, entangle (DC 14), and prestidigitation
==Traits== Forest Senses- When in any unsettled, uncivilized terrain, you gain a +2 trait bonus on Perception checks to act during a surprise round, and take no penalty on Perception checks while sleeping.
Corpse Cannibal- Your faith encourages you to indulge a variety of perverse hungers, leading you to shrug at even some of the darkest taboos. You gain a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects.
Touched by Divinity- Urgathoa, free silver unholy symbol, Plague Domain. 1/day- Ray of Sickening
Class abilities:
==Abilities==
=Druid=
Nature Bond- A blight druid may not bond with an animal companion, but may either call a familiar as a wizard of her druid level or select from the Darkness, Death, and Destruction domains in addition to those normally available. (Death chosen)
Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces wild empathy.
Fey Magic: At 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on). At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher (for instance, at 4th level, she could add color spray as a 2nd-level druid spell). In order to select a spell, she must be of a level high enough (including the increased spell level) to cast it. Once selected, the spell cannot be changed. A feyspeaker loses the ability to spontaneously cast summon nature’s ally spells. She gains the wild shape ability at 6th level and gains all benefits related to wild shape 2 druid levels later than usual. She can never use wild shape to transform into an elemental.
Fey Speech (Ex): At 1st level, a feyspeaker’s words carry a tiny fragment of the otherworldly power of the fey’s voices. She gains Bluff, Diplomacy, Disguise, and Sense Motive as class skills. A feyspeaker also learns Sylvan as a bonus language. In addition, the feyspeaker gains a number of skill ranks at each level equal to 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier. The feyspeaker’s base attack bonus from her druid levels is equal to half her druid level (much like a sorcerer’s base attack bonus is calculated), rather than the usual druid base attack bonus.
Wild Mischief (Ex): At 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check). To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
=Death Domain=
Bleeding Touch (Sp):As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.
=Wood Kineticist=
Elemental Focus (wood) Basic Phytokinesis: You can prune and otherwise tend plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the sift cantrip. By concentrating, you can detect plants within 120 feet as if using detect animals or plants.
Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Pushing Infusion: The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
Gnome traits:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Darkvision: 60 feet
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Fey Magic: Gnomes with this racial trait increase the DC of spells of the compulsion subschool they cast by 1. Additionally, if the gnome has a Charisma score of 11 or higher, she also gains the following spell-like abilities: 1/ day—charm person, dancing lights, entangle, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
This replaces gnome magic, illusion resistance, and obsessive.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Background:
Born a wide eyed child of nature in the northern parts of what used to be Sarkoria, Khry'barakt had a most pleasant childhood. She grew up in a circle of druids alongside her family and mentors. They taught her druidic magic and connecting her to the lands around their leylines and stone circles. Of course there were demons everywhere else in the new Worldwound, but the relative safety of the Forest of Stones allowed her to enjoy her early years quite peacefully.
This all changed in 4621, when she was 17. The demons had forced the druids' hands. When the druids of the Forest decided to perform the ghastly rituals neccessary to transform themselves into siabraes, Khry was still just a child, a teenager. She wasn't allowed to participate, as she hadn't gathered enough power yet, but wasn't sacrificed to the ritual either, as she was the favored student of one of the archdruids. Unfortunately for the rest of her family, they were not favored, and were sacrificed to fuel the ascension of Malahimn, her mentor. She witnessed the evil that day, but was also around for the power the archdruids gained to help defeat Shaorhaz. It was wonderful.; she hadn't felt that much power anywhere else in the forest.
Khry'barakt had been changed by what she witnessed, as she watched friends and family alike gathered up by the archdruids and slaughtered one by one to fuel their transformations into powerful undead creatures in an attempt to save their druidic power from falling into the wrong hands.
For the past 92 years, up until arriving in Kenabres in her wanderings, Khry has wandered the wilderness of the Worldwound searching for the knowledge and power required to perform the ritual herself. The siabraes of the Forest of Stone are no longer friendly to her, so she cannot ask them herself.
She doesn't want the ritual solely for powers' sake, but instead despises the demons that made her lose her home, and wants every single last one to be sent back to the abyss, or slaughtered. Any cultists of the demons that make their corruption of her homeland possible deserve no mercy.
Her searching, however, has led her to find the teachings of Urgathoa, the Pallid Princess. This worship has lended her many skills, including a small amount of power over death and the ability to eat corspes to survive (quite a useful trait in the Worldwound). If she can't find a way to become the powerful druidic undead she so desperately wants to become, she will have to accept a lesser form (in her eyes) of sentient undead to preserve her powers for her new eternal life.
Unfortunately, her single-minded hunt for the knowledge neccessary to become a siabrae has left her hunt for excitement behind, and Khry succumbed to the wasting disease known as the Bleaching, something that every gnome struggles with their entire life. Whether through some force of will or a strange moment of mercy from her dark goddess, Khry survived the Bleaching effects and has only suffered the appearence and attitude shifts that come with it.
Appearance:
Khry is a bleached gnome, one of a select few that has survived the Bleaching, a disease that ills every gnome in Golarion. Her bright colors of years past have faded into obscurity, older neon blues and purples replaced with the bland tones of whites and greys. Her original eye color has been bled out into an unsettling yellow glow. Short in stature, as with every other gnome of course, she more than makes up for it in her unnerving mannerisms.
She wears leather, studded with bone pieces of creatures she has killed herself. On her back is a scythe, that she really can't use that effectively but carries as a symbolic measure of her devotion to the Lady of Undeath.
Personality:
Khry is very personable when she needs to be, as she has developed many skills at dealing with both people and animals (especially vermin, somehow). All other times, however, she is extremely cold and isolated. She understands that working with other adventurers is neccessary to achieve her goals, even if they are of more Good intentions.
To enemies, she shows no mercy, for her homeland and druid family were not shown any. She doesn't blame the druids for their actions, instead focuses her entire hate on demons and their nefarious cultists.